#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
    gl_Position = projection * view * vec4(aPos.x, aPos.y, aPos.z, 1.0);
    TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}